]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Restore preliminary support for headshots to the rifle
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index d4d692ec70f0adeab3f7118961bd904dbb66d533..57cb67e123c857372cfb4732af907e2ce2e915ca 100644 (file)
@@ -2,7 +2,7 @@
 
 #ifdef SVQC
 
-void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
+void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, float pDamage, float pHeadshotDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
 {
        float i;
 
@@ -19,7 +19,7 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
+               fireBullet(actor, weaponentity, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pHeadshotDamage, pForce, deathtype, (pTracer ? EFFECT_RIFLE : EFFECT_RIFLE_WEAK));
 
        if(autocvar_g_casings >= 2)
     {
@@ -30,12 +30,12 @@ void W_Rifle_FireBullet(Weapon thiswep, .entity weaponentity, float pSpread, flo
 
 void W_Rifle_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, headshot_multiplier), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), thiswep.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND_CAMPINGRIFLE_FIRE, actor);
 }
 
 void W_Rifle_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
-       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
+       W_Rifle_FireBullet(thiswep, weaponentity, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, headshot_multiplier), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), thiswep.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND_CAMPINGRIFLE_FIRE2, actor);
 }
 
 .void(Weapon thiswep, entity actor, .entity weaponentity) rifle_bullethail_attackfunc;
@@ -146,13 +146,13 @@ METHOD(Rifle, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 }
 METHOD(Rifle, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(rifle, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(rifle, ammo);
     return ammo_amount;
 }
 METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(rifle, ammo);
     ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(rifle, ammo);
     return ammo_amount;
 }